Photon Server據說好用但是能找到的資料太少,網上能找到為數不多數資料當中,針對Photon Server 3的版本講解還占了相當大的一部分,瞬間提高了門檻,讓初學者感覺不知道如何下手。情況如此,只好看官方的英文文檔,這幾篇文章主要結合示例項目代碼學習Photon Server的使用方法,翻譯、記錄、整理學習過程中看的文檔。
這一篇主要是從頭建立一個簡單的Server和Client。
建立Server
首先你需要:
- 下載并解壓Photon Server SDK。
- 使用Visual Studio創建一個類庫項目ChatServer,我用的是VS2015.
- 添加ExitGamesLibs.dll, Photon.SocketServer.dll和 PhotonHostRuntimeInterfaces.dll三個Dll,它們位于Photon Server根目錄的deploy\bin_Win64下面,注意系統版本。
好了,現在創建一個ChatServer類,繼承自ApplicationBase。
using Photon.SocketServer;
public class ChatServer : ApplicationBase
{
protected override PeerBase CreatePeer(InitRequest initRequest)
{
}
protected override void Setup()
{
}
protected override void TearDown()
{
}
}
創建一個ChatPeer類繼承自Photon.SocketServer.ClientPeer。
using Photon.SocketServer;
using PhotonHostRuntimeInterfaces;
public class ChatPeer : ClientPeer
{
public ChatPeer(InitRequest initRequest)
: base(initRequest)
{
}
protected override void OnDisconnect(DisconnectReason disconnectCode, string reasonDetail)
{
}
protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
{
}
}
在ChatServer中的CreatePeer中返回一個ChatPeer的實例。
protected override PeerBase CreatePeer(InitRequest initRequest)
{
return new ChatPeer(initRequest);
}
Photon Server實例啟動的時候會加載編譯好的ChatServer動態鏈接庫。因此我們需要在PhotonServer.config這個配置文件中加上這個程序的定義,添加下面的代碼段。
<ChatServer DisplayName="Chat Server">
<TCPListeners>
<TCPListener
IPAddress="0.0.0.0"
Port="4530"
OverrideApplication="ChatServer"
>
</TCPListener>
</TCPListeners>
<!-- Defines the Photon Runtime Assembly to use. -->
<Runtime
Assembly="PhotonHostRuntime, Culture=neutral"
Type="PhotonHostRuntime.PhotonDomainManager"
UnhandledExceptionPolicy="Ignore">
</Runtime>
<!-- other elements -->
<Applications Default="ChatServer">
<Application
Name="ChatServer"
BaseDirectory="ChatServer"
Assembly="ChatServer"
Type="ChatServer">
</Application>
<!-- any other applications -->
</Applications>
<!-- other elements -->
</ChatServer>
這個配置文件和前面的dll在同一個目錄下面。如果ChatServer類有命名空間的話,注意也要加上去。上述工程編譯好之后,二進制文件要放到deploy/ChatServer/bin文件夾下面。到此就做好了一個Server。啟動PhotonControll程序(需要管理員權限),在任務欄中會有Photon Server的圖標出現,右鍵單擊,選擇Chat Server/start as application,即可啟動Server程序。
建立Client
新創建一個控制臺工程,添加Photon3DotNet.dll到引用中,Client代碼如下:
using System;
using System.Collections.Generic;
using ExitGames.Client.Photon;
using System.Threading;
public class ChatClient : IPhotonPeerListener
{
private bool connected;
PhotonPeer peer;
public static void Main()
{
var client = new ChatClient();
client.peer = new PhotonPeer(client, ConnectionProtocol.Tcp);
// connect
client.DebugReturn(DebugLevel.INFO, "Connecting to server at 127.0.0.1:4530 using TCP");
client.peer.Connect("127.0.0.1:4530", "ChatServer");
// client needs a background thread to dispatch incoming messages and send outgoing messages
client.Run();
while (true)
{
if (!client.connected) { continue; }
// read input
string buffer = Console.ReadLine();
// send to server
var parameters = new Dictionary<byte, object> { { 1, buffer } };
client.peer.OpCustom(1, parameters, true);
}
}
private void UpdateLoop()
{
while (true)
{
peer.Service();
}
}
public void Run()
{
Thread thread = new Thread(UpdateLoop);
thread.IsBackground = true;
thread.Start();
}
#region IPhotonPeerListener
public void DebugReturn(DebugLevel level, string message)
{
Console.WriteLine(string.Format("{0}: {1}", level, message));
}
public void OnEvent(EventData eventData)
{
DebugReturn(DebugLevel.INFO, eventData.ToStringFull());
if (eventData.Code == 1)
{
DebugReturn(DebugLevel.INFO, string.Format("Chat Message: {0}", eventData.Parameters[1]));
}
}
public void OnMessage(object messages)
{
throw new NotImplementedException();
}
public void OnOperationResponse(OperationResponse operationResponse)
{
DebugReturn(DebugLevel.INFO, operationResponse.ToStringFull());
}
public void OnStatusChanged(StatusCode statusCode)
{
if (statusCode == StatusCode.Connect)
{
connected = true;
}
switch (statusCode)
{
case StatusCode.Connect:
DebugReturn(DebugLevel.INFO, "Connected");
connected = true;
break;
default:
DebugReturn(DebugLevel.ERROR, statusCode.ToString());
break;
}
}
#endregion
}
如果現在啟動server的話,client將能夠建立鏈接,并發送文本消息。不過現在還沒有服務端邏輯啊。Server端要確定收到了消息,并且能做出響應。可以在ChatPeer.OnOperationRequest函數中返回一個OperationResponse。
protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
{
// send operation response (~ACK) back to peer
var response = new OperationResponse(operationRequest.OperationCode);
SendOperationResponse(response, sendParameters);
}
有了返回數據,客戶端現在就可以打印消息了。
下面我們要做的,是接收來自其他客戶端的聊天信息。我們使用發布/訂閱(publish/subscribe)模式來實現。
using Photon.SocketServer;
using PhotonHostRuntimeInterfaces;
using System;
public class ChatPeer : ClientPeer
{
public ChatPeer(InitRequest request)
: base(request)
{
BroadcastMessage += OnBroadcastMessage;
}
private static event Action<ChatPeer, EventData, SendParameters> BroadcastMessage;
protected override void OnDisconnect(DisconnectReason disconnectCode, string reasonDetail)
{
BroadcastMessage -= OnBroadcastMessage;
}
protected override void OnOperationRequest(OperationRequest operationRequest, SendParameters sendParameters)
{
if (operationRequest.OperationCode == 1) // Chat Custom Operation Code = 1
{
// broadcast chat custom event to other peers
var eventData = new EventData(1) { Parameters = operationRequest.Parameters }; // Chat Custom Event Code = 1
BroadcastMessage(this, eventData, sendParameters);
// send operation response (~ACK) back to peer
var response = new OperationResponse(operationRequest.OperationCode);
SendOperationResponse(response, sendParameters);
}
}
private void OnBroadcastMessage(ChatPeer peer, EventData eventData, SendParameters sendParameters)
{
if (peer != this) // do not send chat custom event to peer who called the chat custom operation
{
SendEvent(eventData, sendParameters);
}
}
}
現在可以打開兩個客戶端,并且能夠相互收發消息了。不要忘記使用新的配置文件重新啟動Photon Server。